#include "../Defs/Textureing.hlsli"
#include "../Defs/ConstantBuffers.hlsli"

struct ps_in
{
	float4 position : SV_POSITION;
	float2 texCoord : TEXCOORD;
};

float4 main(ps_in input) : SV_TARGET
{
	if (use_texture == 1)
		return uiTexture.Sample(linearClampSampler, input.texCoord) * color;
	
	return float4(color.rgb, 1.f);
}